D&D Samurai Iaijutsu

Samurai
Samurai are professional warriors, members of the noble class who are trained in the arts of warfare. They are not only trained for their role in society, they are born for it-born into a system of allegiance, loyalty, and honor that influences every stage of their lives. A samurai cut loose from this system is no longer a samurai; he is an ordinary fighter, a ronin with no honor and no standing in society.
Adventures : A samurai's first responsibility is obedience to his lord, usually the head of his family. This is simultaneously an endless source of adventures and a potential hindrance to a life of adventure. Alow-level samurai's lord may command him to investigate a mysterious occurrence or subdue a gang of bandits . If he performs these duties well, his lord will call on him to deal with more significant problems. However, a samurai usually cannot simply disappear on an expedition into the Shadowlands without his lord's command or at least permission, and if a samurai's lord has an important mission for him, he must make that his top priority. Whether this is a significant hindrance or not is up to the Dungeon Master.
Characteristics: Samurai are distinguished from ordinary fighters by their adherence to bushido, a code of honor, loyalty, and obedience. They have combat training-including some bonus feats-rivaling that of a fighter. If a samurai remains honorable and true to his code of conduct, his swords-masterwork blades passed down through generations-may awaken in his hands, manifesting increasing magical abilities as the samurai advances in level and invests spiritual energy in them. To a samurai, dishonor is worse than death, and the loss of his swords is possibly the worst dishonor imaginable.
Alignment: Bushido, the code of the samurai, demands strict obedience to standards of behavior and honor. Only lawful characters can adhere to this code and call themselves samurai.
Background: Samurai learn their combat techniques and the principles of bushido in established, well-organized schools. In Rokugan, at least one family is responsible for training samurai within each clan . The Crab's Hida school, the Crane's Daidoji and Kakita schools, the Dragon's Mirumoto school, the Lion's Akodo and Matsu schools, the Phoenix's Shiba school, the Scorpion's Bayushi school, and the Unicorn's Moto and Shinjo schools are the samurai schools of Rokugan.
Races: Almost without exception, all samurai in Rokugan are humans from the major clans. In other campaign settings, only humans and spirit folk usually become samurai, because the samurai is very much a characteristic of human society.
Other Classes: Samurai consider themselves the pinnacle of the Celestial Order that structures their society. Shugenjas are technically their equals in this order, but in a world where honor is virtually equated with battle prowess, shugenjas have a tenuous hold on that position . Samurai respect only other samurai-as well as other characters (Unicorn barbarians, Crab rangers) whowear the daisho and uphold the code of bushido. They are prone to treating members of other character classes as servants, or sidekicks at best, unless such characters are obviously well respected by the samurai's lord .

TABLE 2-1: THE SAMURAI
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +0 +2 Ancestral Daisho
2nd +2 +3 +0 +3 Bonus feat
3rd +3 +3 +1 +3  
4th +4 +4 +1 +4 Bonus feat
5th +5 +4 +1 +4  
6th +6/+1 +5 +2 +5  
7th +7/+2 +5 +2 +5 Bonus feat
8th +8/+3 +6 +2 +6  
9th +9/+4 +6 +3 +6  
10th +10/+5 +7 +3 +7 Bonus feat
11th +11/+6/+1 +7 +3 +7  
12th +12/+7/+2 +8 +4 +8  
13th +13/+8/+3 +8 +4 +8 Bonus feat
14th +14/+9/+4 +9 +4 +9  
15th +15/+10/+5 +9 +5 +9  
16th +16/+11/+6/+1 +10 +5 +10 Bonus feat
17th +17/+12/+7/+2 +10 +5 +10  
18th +18/+13/+8/+3 +11 +6 +11  
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat
20th +20/+15/+10/+5 +12 +6 +12  


GAME RULE INFORMATION
Samurai have the following game statistics .
Abilities: Strength is especially important for samurai because it improves their melee attack and damage rolls. Constitution is important for giving samurai lots of hitpoints, which they'll need in their many battles. Dexterity is important for samurai who wantto be skilled archers, improves theirArmor Class, and allows them access to certain Dexterity-oriented feats.
Alignment: Any lawful .
Hit Die: d10.

CLASS SKILLS
A samurai's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions . The Iaijutsu Focus skill is described in Chapter 4 of this book.
Skill Points at 1st level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

CLASS FEATURES
The following are class features of the samurai.
Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons and with light and medium armor. Samurai are not proficient with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Ancestral Daisho: All samurai begin play with a katana and a wakizashi-two masterwork weapons. These are weapons that belonged to the samurai's ancestors, and protecting the weapons is an important point of honor for the samurai. As a samurai acquires treasure through adventuring, he has the option of awakening the supernatural abilities latent in the weapons. This option allows a samurai who prefers to use his ancestral blade to wield a magic weapon, while a samurai who wields a tetsubo against Shadowlands fiends can use his treasure to acquire new jade or magic weapons.
At any time, a samurai may retreat to a temple or shrine and spend time in prayer in order to awaken the ancestral spirits in his katana or wakizashi. (Most samurai improve their katanas and not their wakizashis.) This requires a sacrifice of valuable items worth the amount shown onTable 2-2: Ancestral Daisho. This sacrifice does not have to be gold-the character can sacrifice magic items or other goods worth the required amount, rather than selling his goods (at half value) to pay for the sacrifice. The samurai must meet the minimum character level (including any prestige class levels) shown on the table, and he must spend one day per 1,000 gp sacrificed in the shrine or temple. During this time, he must spend at least 8 hours each day kneeling before his ancestors and his weapons, not stopping to eat or rest . Many samurai request the assistance of a shugenja in this process, but a shugenja is not required.
The values shown on Table 2-2 are the total value of sacrifice required to bring a single weapon to the listed weapon bonus. If a samurai already has a +3 katana, he can raise it to a +4 katana by sacrificing 14,000 gp and spending two weeks in prayer. If the same samurai wanted to bring his masterwork wakizashi to a +1 wakizashi, he would have to sacrifice 2,000 gp.
Before a samurai's ancestral sword becomes a +1 weapon, it is an ordinary masterwork weapon in every way. Its latent supernatural powers do not cause it to be considered a magic weapon until those powers are awakened.

TABLE 2-2: ANCESTRAL DAISHO
Wepon Bonus Total Sacrifice
Required
Minimum
Charecter Level
+1 2,000 gp 4th
+2 8,000 gp 7th
+3 18,000 gp 9th
+4 32,000 gp 11th
+5 50,000 gp 13th
+6* 72,000 gp 14th
+7* 98,000 gp 15th
+8* 128,000 gp 16th
+9* 162,000 gp 17th
+10* 200,000 gp 18th
*A wepon can't actually have a bonus hier than +5. Use these lines to determine price when special abilities are added in. Example: A samurai who has a +4 katana can transform it into a +4 thundering katana with a sacrifice of 40,000 gp, since thundering is a special ability equivalent to a +2 bonus.

A samurai who loses his ancestral swords is dishonored until he can recover them. He cannot enhance any other weapon in this way.
Note: In some campaigns, a samurai might begin play with a different ancestral weapon, such as a tulwar (scimitar) or a jian (longsword).
Bonus Feats: At 2nd level, the samurai gets a bonus feat .The samurai gains an additional bonus feat at 4th level and every three levels thereafter (7th, loth, 13th, 16th, and 19th). These bonus feats must be drawn from the list that appears below for the character's clan.
Crab--mphasize heavy armor, great strength, and unusual weapons. Feats: Armor Proficiency (heavy), Dodge (Mobility, Spring Attack), Endurance, Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Run, Weapon Focus (battleaxe, greatclub, katana, or warhammer).
Crane--Emphasize speed and agility. Feats: Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Quick Draw, Skill Focus (Iaijutsu Focus), Toughness, Weapon Focus (katana).
Dragon--Teach two-weapon fighting and unarmed combat. Feats: Exotic Weapon Proficiency (katana), Improved Grapple (Choke Hold), Improved Unarmed Strike (Defensive Throw, Deflect Arrows, Grappling Block, Great Throw, Stunning Fist), Power Attack (Cleave), Weapon Focus (katana).
Lion--Emphasize strategy, intelligence, and strength of will. Feats: Endurance, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Iron Will, Ki Shout (Great Ki Shout), Remain Conscious, Toughness, Weapon Focus (katana).
Phoenix--Emphasize mental and spiritual training. Feats: Alertness, Blind-Fight, Combat Reflexes, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Great Fortitude, Improved Initiative, Iron Will, Quick Draw, Weapon Focus (katana).
Scorpion--Emphasize mobility and dirty fighting. Feats: Blind-Fight, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Initiative, Prone Attack, Quick Draw, Weapon Focus (katana).
Unicorn--Emphasize mounted combat and archery. Feats: Alertness, Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Weapon Focus (spear, lance, bow, or katana).
Characters without a clan should choose one clan that best represents the fighting style they wish to learn. They must thereafter choose their bonus feats from the list for that clan.
Some of the bonus feats available to a samurai cannot be acquired until the samurai has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A samurai must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Code of Conduct: A samurai must be of lawful alignment, and dishonors himself, his family, and his swords if he ever willingly commits a chaotic act. Additionally, the samurai code of bushido requires that he be obedient to his lord, accept death at any time and face it bravely, avenge any dishonor, and shun any appearance of cowardice. The core principles of bushido are honor, loyalty, and courage. Violating these precepts results in dishonor, which may result in a samurai being stripped of his family name or being asked to commit seppuku (ritual suicide).

EX-SAMURAI
A samurai who becomes nonlawful or violates the tenets of bushido cannot gain new levels as a samurai. He retains all his bonus feats, but his ancestral weapons lose any "awakened" magical abilities. If the samurai returns to lawful alignment, he must atone for his violations (see the atonement spell description in the Player's Handbook) and redeem his honor in order to restore his weapons to their prior status and continue advancingas a samurai.



IAIJUTSU MASTER
Iaijutsu is the martial art of drawing a weapon (almost always a katana) and attacking with it in the same fluid motion . It is the foundation of some forms of dueling in Oriental Adventures (see Iaijutsu Duels in Chapter 6: Combat), and its masters are feared and respected throughout Rokugan and other lands where iaijutsu is practiced. Iaijutsu masters harness their ki energy to strike with blinding speed and astating power.
Iaijutsu masters are almost always members of the samurai character class. In Rokugan, they are drawn exclusively from the Crane clan, where they are trained in the Kakita school.
NPC iaijutsu masters serve as sensei to the finest samurai in the Empire.
Hit Die: d10.

REQUIREMENTS
To qualify to become an iaijutsu master, a character must fulfill
all the following criteria.
Alignment: Any lawful.
Base Attack Bonus: +6 .
Skills: Iaijutsu Focus 9 ranks.
Feats: Improved Initiative, Quick Draw, Weapon Focus (katana).

CLASS SKILLS

The iaijutsu master's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Iaijutsu Focus (Cha), Jump (Str), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. The Iaijutsu Focus skill is described in Chapter 4 of this book.
Skill Points at Each Level: 4 + Int modifier.

TABLE 3-7: THE IAIJUTSU MASTER
Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +0 +2 +0 Wepon Finesse, Canny Defence
2nd +2 +0 +3 +0 Lightning Blade
3rd +3 +1 +3 +1  
4th +4 +1 +4 +1 Bonus feat
5th +5 +1 +4 +1 Strike from the Void
6th +6 +2 +5 +2  
7th +7 +2 +5 +2  
8th +8 +2 +6 +2 One Strike, two cuts
9th +9 +3 +6 +3 Bonus feat
10th +10 +3 +7 +3 Strike with no thought

CLASS FEATURES
The following are class features ofthe iaijutsu master.
Weapon and Armor Proficiency: Iaijutsu masters are proficient with all simple and martial weapons. Iaijutsu masters do not gain any proficiency with armor or shields, though most have such proficiency from the samurai class.
Weapon Finesse (Ex): At 1st level, an iaijutsu master may use her Dexterity modifier instead of her Strength modifier on attack rolls with her katana . This works like the Weapon Finesse feat, except that it applies to the katana, a weapon to which the feat cannot normally be applied.
Canny Defense (Ex): When not wearing armor, iaijutsu masters add their intelligence bonus to their Dexterity bonus to modify Armor Class while wielding a katana . As with normal Dexterity AC modifications, positive modifiers are lost when the iaijutsu master is caught flat-footed.
Lightning Blade (Ex): An iaijutsu master of 2nd level or higher adds her Charisma modifier to her initiative checks, as well as her Dexterity modifier.
Bonus Feats: At 4th level, then again at 9th level, the iaijutsu master gets a bonus feat in addition to her normal feat progression. These bonus feats must be drawn from the following list; Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Skill Focus (laijutsu Focus), Toughness.
Strike from the Void (Ex): An iaijutsu master of 5th level or higher adds her Charisma modifier to each extra damage die gained from using the Iaijutsu Focus skill.
One Strike, Two Cuts (Ex): At 8th level and above, an iaijutsu master can make two attacks with a katana as a standard action . This means she can strike twice and move in the same round, or attack twice in the strike phase of an iaijutsu duel .
Strike with No Thought (Ex): If an iaijutsu master of 10th level begins combat (not an iaijutsu duel) within melee range of an opponent, she gains a free surprise round, even though her opponents are aware of her presence . The only action the iaijutsu master can take in this surprise round is an attack action using a katana. For example, if the iaijutsu master Kakita Timoshiko and Bayushi Koro are standing on the street hurling insults at each other and the situation erupts into combat, Timoshiko can attack with his katana before Koro even rolls initiative, catching his opponent flat-footed. This ability reflects the iaijutsu master's ability to apply the principles of the iaijutsu duel in normal melee combat. It does not give the iaijutsu master any additional benefit within an iaijutsu duel.



NEW SKILL: IAIJUTSU FOCUS (CHA)
Usethis skillto gatheryour personal energy (hi) in an iaijutsu duel .
Check: If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result ofan Iaijutsu Focus check. In addition, if you and your opponent both agree to participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the ensuing combat.
In an iaijutsu duel (see Chapter 6), you and your opponent make opposed Iaijutsu Focus checks, and the winner accumulates extra damage dice according to the accompanying table.

Chech Result Extra Damage
10-14 +1d6
15-19 +2d6
20-24 +3d6
25-29 +4d6
30-34 +5d6
35-39 +6d6
40-44 +7d6
45-49 +8d6
50+ +9d6 (maximum)

You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions . Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects.



IAIJUTSU DUEL
Samurai believe the greatest honor and the truest expression of their training is their expertise with the katana. The pinnacle of this armed martial art is the iaijutsu ("fast-draw") duel: a dramatic face-to-face confrontation in which each samurai focuses his ki, then attempts to strike his opponent while drawing his blade in a single, smooth motion.
The process of conducting an iaijutsu duel is highly formalized, Since iaijutsu duels are often fatal to one or even both duelists, they are never provoked by minor insults or passing arguments. When a samurai has been deeply wronged and decides to challenge his enemy to an iaijutsu duel, he must first get his lord's permission to issue the challenge. Since his life and body belong to his lord, the lord must consent to a duel that could mean the loss of this property. If his lord agrees, the samurai seeks out his enemy and formally requests a duel, stating the reason for the challenge and precisely naming the terms of victory.
If the second samurai is willing to fight the duel, he must ask his lord's permission to accept. The challenged samurai may himself refuse to accept the duel, though this is not a particularly honorable course of action. Hislord may refuse permission, or may name another samurai to accept the duel in place of the challenged samurai. Assuming permission is granted, the challenged samurai has the right to name the place where the duel will occur (always a public place, with witnesses from both sides), as well as the time (no more than one year in the future). If circumstances prevent one samurai from appearing at the appointed time for the duel, his lord may name a samurai to fight in his place.
Once this formal process has been followed, the actual duel can occur. An iaijutsu duel has three phases: stance, focus, and strike . During the stance, the duelists face each other and study each other's stance to assess their opponent's skill. During the focus, the samurai gather their energies and prepare for the strike. During the strike, one samurai draws first and the other loses the duel.
In order to participate eaningfully in an iaijutsu duel, both samurai must have the Quick Draw feat. Spending a moveequivalent action to draw a katana in the strike phase of a duel would almost certainly be fatal. Specialized duelists master the Iaijutsu Focus skill as well.
Stance: In the first round of an iaijutsu duel, the two samurai stand a few steps apart and appraise each other, looking for signs of their opponent's skill, training, and reflex in the samurais ready posture. Many duels go no further: One samurai concedes victory to the other, recognizing a clearly superior opponent. Such duels are the only bloodless iaijutsu duels. Conceding in this manner is not dishonorable.
When the duelists assume their stance, they each make a Sense Motive check. The check result determines how much information they discern about the other samurai:

Check Result Information Gleaned
15 or higher Opposing samurai's charecter level
20 or higher Opposing samurai 's rank in Iaijutsu Focus
25 or higher Opposing samurai's total attack and damage bonus with his primary weapon

Focus: Both duelists make an Iaijutsu Focus check. If you do not have ranks in the Iaijutsu Focus skill, you can attempt to use the skill untrained by making a Charisma check (and you shouldn't be in an iaijutsu duel).
Strike: After both duelists attempt Iaijutsu Focus checks, they draw their katanas and strike . The result of the skill check replaces each character's normal initiative roll unless the character's normal initiative modifier (Dexterity modifier plus feat bonuses) is better than his Iaijutsu Focus check modifier (ranks in Iaijutsu Focus plus Charisma modifier), in which case he makes a normal initiative check.
The first round ofan iaijutsu duel's strike phase is essentially a surprise round: Each combatant can take only a partial action (usually a single attack) in addition to drawing the weapon (a free action, assuming each duelist has the Quick Draw feat). With a successful hit, a duelist deals the bonus damage achieved through his Iaijutsu Focus check in addition to normal (or critical)weapon damage.The initiative winner strikes first, naturally. The initiative loser, if he survives, must attack on his action as well-he cannot hold back the ki he has focused. Note that since the loser is not attacking a flat-footed foe, he does not get the opportunity to strike with his bonus damage dice from Iaijutsu Focus.
If the initiative check is a tie, the attacks actually occur simultaneously, with both samurai considered to be flat-footed. On rare occasions, two samurai have been known to strike each other down in the same instant in what is called a karmic strike .
After the initial round of the duel, the two samurai can continue fighting in normal combat, if both survive. They no longer receive any bonus damage dice to their attack rolls unless the circumstances under which Iaijutsu Focus checks maybe attempted somehow arise again in the course of the fight (the combat ends and one or the other returns his weapon to its sheath).

Example: Hida Tamoro faces the iaijutsu master Kakita Kudako in an iaijutsu duel . Both samurai assume their stance and size each other up. Tamoro rolls an 18 on his Sense Motive check-enough to discern only that the Crane is 12th level, the same as he is . Without more information, the proud Crab is not about to yield. Kudako rolls a 33, and notes that she is the same level as he is, that he has 15 ranks in Iaijutsu Focus, and that his total attack and damage is +19/+14/+9 melee (1d10+8, katana). Weighing what she has learned, Kudako feels confident that she will get the first strike .
The duel begins, and the samuraibegin focusing their ki. Kudako gets a check result of 28 and gets +4d6 to her damage. Tamords result was only a 24, gaining him +3d6 to his damage . Kudako's initiative becomes 28 and she goes first. Kudako strikes, her blade springing from its scabbard like lightning toward the Crab.
Kudako's damage, assuming she hits, is increased by +4d6, with an additional +8 because she is an iaijutsu master and adds her Charisma modifier to each bonus die. She rolls a miserable 6, adds her attack bonus of +20, and hits Tamoro with a 26 . Her damage is 1d10+5 (her normal damage with a katana) plus 4d6+8. She rolls 30, bringing Tamoro down to 71 hit points.
Tamoro strikes when it's his turn with his initiative of 24. Since Kudako is not flat-footed, Tamoro gets no bonus damage dice. He rolls even more pathetically than Kudako: a 5, plus his attack bonus of +19 for a 24. His damage is 1d10+8. He rolls a 13, bringing Kudako to 69 hit points.
If the combatants agreed on a duel to first blood, the duel is over and Kudako has won. If this is a duel to the death, combat continues as normal, with Kudako holding her lead in initiative. After the critical first round, Kudako loses much of her advantage against the stronger Crab.

Hida Tamoro: Male human (Crab) Sam5/Hida defender 7; hp 101; AC 22 (touch 12, flat-footed 20); Atk +19/+14/+9 melee (1d10+8/19-20, +4 katana).
Skills: Iaijutsu Focus +16, Sense Motive +8.

Kakita Kudako: Female human (Crane) Sam5/Iaijutsu master 7; hp 82; AC 20 (touch 18, flat-footed 16); Atk +20/+15/+10 melee (1d10+5/19-20, +4 katana).
Skills : Iaijutsu Focus +19, Sense Motive +14.



IAITUTSU STRIKES IN NORMAL COMBAT

You can use your Iaijutsu Focus bonus damage in normal combat too, but only when you are attacking a flat-footed opponent and you draw your weapon in the same round you strike.
This means that a character with Quick Draw can use Iaijutsu Focus in a surprise round, either to strike someone standing within sword reach, or to strike an opponent at the end ofa partial charge (using Quick Draw to draw her weapon first). A character without Quick Draw cannot strike an opponent in a surprise round if he begins the round with his weapon sheathed .
In a normal first round of combat, a character whose initiative is higher than his opponent's can draw a weapon, move to the opponent, and attack using Iaijutsu Focus, as long as he has either Quick Draw or a base attack bonus of +1 or higher (so that he can draw his weapon while he moves).



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